Spirit Guardians

Spirits float around you up to 15 feet away. If you are good or neutral, they appear angelic or fey. If you are evil, they appear fiendish.

When you cast the spell, you can choose unlimited creatures you can see to be unaffected. An affected creature's speed is halved in the area, and when it enters the area for the first time on a turn or starts its turn there, it must make a Wisdom save. On failure, the creature takes 3d8 radiant damage (good/neutral) or 3d8 necrotic damage (evil). On a success, the creature takes half damage.

At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.